[EMAIL PROTECTED] wrote:
You seem to be identifying blitting with lack of hardware acceleration.
Well, yes . . . .
Some time ago I found this site on the net: http://java.sun.com/javase/6/webnotes/trouble/TSG-Desktop/html/gcrua.html
There it is said that "Any time you see a MaskBlit or any of the General* primitives, it typically means that some of your rendering is going through software loops."
Now, my understanding of all the "behind the scenes" stuff is not that great, so I assumed, that every time there is blitting involved, it has something to do with software instead of hardware . . . .
I see.
There's a difference between MaskBlit, Blit and say D3DBlit.
When investigating performance issues you look at the primitives
being used (blits are one of them) and make sure that you have
as many "accelerated" ones (those with D3D prefix on windows)
as possible.
I don't see why you would use any more memory with one approach vs the other.
I thought, if I have two "pages" between whom I "flip" then I must have twice
the memory for one graphic in VRAM.
On the other side, I thought that with the backbuffer method I only have one image (in my case the volatile type) in VRAM on which I render, and after the rendering is finished, I put that on the screen . . . .
Well, with flipping one page is the "screen" (front buffer), another is the
back-buffer. During the flip the ponters to those are swapped.
But in the non-flipping situation you'd still have the the front-buffer,
it won't just disappear - this is the memory the graphcis chip scans
when sending it to your monitor.
The only difference is in the method
of transferring the data from back-buffer to the front buffer.
With Blitting the data is copied. But the amount of vram used
is the same in both cases.
Thanks,
Dmitri
You see, I dig around a lot and maybe there are many wrong thoughts in my mind.
But all in all you help a lot to bring some things in a straight line. I would
like to read a lot more about the stuff that happens in the background. I mean the
stuff that goes beyond the Java2D framework (-> hardware acceleration and how
it works. . .). can you suggest some literature for me?!?
Up to now, thank you very much for your support!
Besides that all, I haven't figured out a real solution for the problem this thread initially started with, but I am on a good way to reconstruct our old fashioned graphics library in order to let it use VolatileImages, too, and the performance is getting better every day . . . .
Maik
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